Luxrender PBR materials
You can use Disney Shader in LuxCore Render Engine with PBR textures.

Connect Albedo multiplied by Ambient Occlusion (if any) in Disney Material Base Color. Normal map in Bump socket (Checking Normal map tick box). Roughness and Metallic in their corresponding sockets. See Displacement note below.

Things to check:


Base Color is the Albedo multiply by Ambient Occlusion and both needs gamma 2.20 (sRGB Color Conversion for a standard PBR texture.)
All other maps (metallic,roughness,displacement needs gamma 1.0 (Linear color for a standard PBR texture)
for Normal map check normal map in image node
for Displacement use height Displacement node>plug the displace texture in height socket and a subdivision node(For limiting subdivision amount) in shape socket and connect Height Displacement node in shape socket of Material output.


For more clarity, here is a PBR setup tutorial for Lux: https://youtu.be/AXACxDlvZAY

See the image attach: